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  1. #21
    Trenloe's Avatar
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    Quote Originally Posted by earthworm3 View Post
    Do you mean i must look for the program code into a .lua file ? Where can i found that plz ?
    If there are not any effects coded into the ruleset, then you will need to code them up. I'm not sure what effect handling there is already in the CoreRPG 3.0 ruleset.

    In the 2.9.4 3.5e ruleset have a look at the modDamage function in \scripts\manager_action_damage.lua - there are a lot of sections of code within that large function that process effects. You'd have to code in your ruleset to recognise the specific effect string you have used and then add/substract the dice from the dice pool based on the value of the effect. e.g. if your effect was DICEPOOL:2 then you'd need to program in the dice rolling code of your ruleset to check effects for DICEPOOL and then apply the result.

    For example, here is some code in manage_action_damage.lua that applied the value of the DMG effect to the roll modifier:
    Code:
    	if rTarget then
    		if rTarget.nOrder then
    			if rSource and rSource.nodeCT then
    				local nAddEffect;
    				aAddDice, nAddMod, nAddEffect = EffectsManager.getEffectsBonus(rSource, "DMG", false, aAttackFilter, rTarget, true);
    				if nAddEffect > 0 then
    					nAddMod = StringManager.evalDice(aAddDice, nAddMod);
    				
    					rRoll.nMod = rRoll.nMod + nAddMod;
    					if nAddMod ~= 0 then
    						rRoll.sDesc = string.format("%s [SPECIFIC %+d]", rRoll.sDesc, nAddMod);
    					else
    						rRoll.sDesc = rRoll.sDesc .. " [SPECIFIC]";
    					end
    				end
    			end
    			
    			return;
    		end
    	end
    See the getEffectsBonus function in manager_effects.lua to see how this function is called and what values to pass.
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  2. #22

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    Thanks for your reply.

  3. #23
    There is no specific effect handling code in the CoreRPG ruleset, as effects are completely game system dependent.

    The CoreRPG does handle the concept of effects for maintaining a list of campaign effects, and dropping them on the combat tracker or tokens. However, the effects have no duration or any impact on the rolls. They are merely a method of tracking information.

    Cheers,
    JPG

  4. #24

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    Hello i release the v1.7 of the ruleset for FGIII BETA :

    - Bug fixed on initiative roll (PCs), exemple :
    Initial roll : TOTAL DEX (4) + TOTAL WITS (3) = 7D10.
    Now : DEX (4) + WITS (3) + 1D10 = 7 +1D10 = A number between 8 to 17.

    - Maneuvers has not 10D10 limit (for old PCs vampire).

    - We can add effect (PCs) like :
    EFFECTNAME[DICEPOOL:X;DIFFICULTY:Y] where X and Y is a positive or negative number.


    Soon : Same for Mental/Physical/Social Feats.
    Same for Attributes/Abilities,… at page 1.
    Same for NPCs.

    Link : https://dl.dropboxusercontent.com/u/...set/VtM1.7.pak

  5. #25

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    Release 1.8:

    - Physical feats can roll more than 10D10 for PCs and NPCs.
    - Mental feats can roll more than 10D10 for PCs and NPCs.
    - Social feats can roll more than 10D10 for PCs and NPCs.
    - Now Maneuvers can roll more than 10D10 for NPCs.
    - Initiative roll fixed for NPCs.
    - NPCs effects works perfectly with : EFFECTNAME[DICEPOOL:X;DIFFICULTY:X] where EFFECTNAME is the name of the effect and X is a positive or negative number.

    Link : https://dl.dropboxusercontent.com/u/...set/VtM1.8.pak

  6. #26
    Quote Originally Posted by earthworm3;
    - NPCs effects works perfectly with : EFFECTNAME[DICEPOOL:X;DIFFICULTY:X
    where EFFECTNAME is the name of the effect and X is a positive or negative number.
    Just out of curiosity, what exactly are the EFFECTNAME's. I can't find any reference to effects in the rules (either V:TM or V:TDA. I just want to know when these are supposed to be used.

    Cheers,
    SF

    EDIT: I just thought of something. You might want to remove the extra dice off the table seeing that there is only a d10 used in the game; but save it for a future update. It's not that big of a deal at the moment.
    Last edited by S Ferguson; November 14th, 2013 at 19:34.
    Aliens.... Go fig?

  7. #27

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    EFFECTNAME can be BLINDED for example (V20 edition).
    For now we can use effect when we spent blood pool.

    You want i remove D20,D12,… except D10 ?

  8. #28
    Quote Originally Posted by earthworm3 View Post
    EFFECTNAME can be BLINDED for example (V20 edition).
    For now we can use effect when we spent blood pool.

    You want i remove D20,D12,… except D10 ?
    Okay. I understand the effects now. Since the d10 is the only die type used, yes removal of the other dice would clear up the screen a bit. Like I said though, no rush.

    Cheers,
    SF
    Aliens.... Go fig?

  9. #29

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    Anyone has try a play test ?

  10. #30

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    Just to say i think the 1.8 ruleset is the final release (just need to stay up-to-date).
    So i am starting an extension for Vampire The Dark Ages for this 1.8 ruleset.

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